Optimize SkinnedModel::GetSkeletonMapping to not use locking for better perf when multi-threading
#3827
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@@ -61,16 +61,24 @@ Array<String> SkinnedModel::GetBlendShapes()
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SkinnedModel::SkeletonMapping SkinnedModel::GetSkeletonMapping(Asset* source, bool autoRetarget)
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{
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// Fast-path to use cached mapping
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SkeletonMapping mapping;
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mapping.TargetSkeleton = this;
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SkeletonMappingData mappingData;
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if (_skeletonMappingCache.TryGet(source, mappingData))
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{
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mapping.SourceSkeleton = mappingData.SourceSkeleton;
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mapping.NodesMapping = mappingData.NodesMapping;
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return mapping;
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}
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mapping.SourceSkeleton = nullptr;
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if (WaitForLoaded() || !source || source->WaitForLoaded())
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return mapping;
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PROFILE_CPU();
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ScopeLock lock(Locker);
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SkeletonMappingData mappingData;
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if (!_skeletonMappingCache.TryGet(source, mappingData))
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{
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PROFILE_CPU();
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// Initialize the mapping
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SkeletonRetarget* retarget = nullptr;
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const Guid sourceId = source->GetID();
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@@ -823,13 +831,13 @@ bool SkinnedModel::SaveMesh(WriteStream& stream, const ModelData& modelData, int
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void SkinnedModel::ClearSkeletonMapping()
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{
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for (auto& e : _skeletonMappingCache)
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for (const auto& e : _skeletonMappingCache)
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{
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e.Key->OnUnloaded.Unbind<SkinnedModel, &SkinnedModel::OnSkeletonMappingSourceAssetUnloaded>(this);
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#if USE_EDITOR
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e.Key->OnReloading.Unbind<SkinnedModel, &SkinnedModel::OnSkeletonMappingSourceAssetUnloaded>(this);
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#endif
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Allocator::Free(e.Value.NodesMapping.Get());
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Allocator::Free((void*)e.Value.NodesMapping.Get());
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}
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_skeletonMappingCache.Clear();
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}
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@@ -837,8 +845,9 @@ void SkinnedModel::ClearSkeletonMapping()
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void SkinnedModel::OnSkeletonMappingSourceAssetUnloaded(Asset* obj)
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{
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ScopeLock lock(Locker);
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auto i = _skeletonMappingCache.Find(obj);
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ASSERT(i != _skeletonMappingCache.End());
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SkeletonMappingData mappingData;
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bool found = _skeletonMappingCache.TryGet(obj, mappingData);
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ASSERT(found);
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// Unlink event
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obj->OnUnloaded.Unbind<SkinnedModel, &SkinnedModel::OnSkeletonMappingSourceAssetUnloaded>(this);
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@@ -847,8 +856,8 @@ void SkinnedModel::OnSkeletonMappingSourceAssetUnloaded(Asset* obj)
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#endif
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// Clear cache
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Allocator::Free(i->Value.NodesMapping.Get());
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_skeletonMappingCache.Remove(i);
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Allocator::Free(mappingData.NodesMapping.Get());
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_skeletonMappingCache.Remove(obj);
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}
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uint64 SkinnedModel::GetMemoryUsage() const
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